--- deliantra/server/include/define.h 2007/07/10 06:05:55 1.65 +++ deliantra/server/include/define.h 2008/08/26 02:35:05 1.83 @@ -1,11 +1,11 @@ /* - * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. + * This file is part of Deliantra, the Roguelike Realtime MMORPG. * - * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * - * Crossfire TRT is free software: you can redistribute it and/or modify + * Deliantra is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. @@ -18,7 +18,7 @@ * You should have received a copy of the GNU General Public License * along with this program. If not, see . * - * The authors can be reached via e-mail to + * The authors can be reached via e-mail to */ /* This file is best viewed with a window width of about 100 character */ @@ -44,25 +44,12 @@ #ifdef __NetBSD__ # include #endif -#ifndef MIN -# define MIN(x,y) min (x, y) -#endif -#ifndef MAX -# define MAX(x,y) max (x, y) -#endif // maximum length of an object name in the protocol #define NAME_LEN 127 -/* MAX3 is basically like MAX, but instead does 3 values. */ -#ifndef MAX3 -# define MAX3(x,y, z) (MAX(x, MAX(y,z))) -#endif - -/* MIN3 is basically like MIN, but instead does 3 values. */ -#ifndef MIN3 -# define MIN3(x,y, z) (MIN(x, MIN(y,z))) -#endif +#undef MIN +#undef MAX #define MAX_STAT 30 /* The maximum legal value of any stat */ #define MIN_STAT 1 /* The minimum legal value of any stat */ @@ -74,6 +61,8 @@ #define MAX_AC 120 #define MIN_DAM 0 #define MAX_DAM 200 +#define MIN_DIGESTION -35 +#define MAX_DIGESTION 70 #define MAX_BUF 1024 /* Used for all kinds of things */ @@ -88,7 +77,6 @@ #define MAX_NAME 48 #define MAX_EXT_TITLE 98 -/* Fatal variables: */ //TODO: remove all calls to fatal and replace them by cleanup #define OUT_OF_MEMORY 0 #define MAP_ERROR 1 @@ -122,20 +110,22 @@ #define POISON 7 #define BOOK 8 #define CLOCK 9 - +//10 +//11 +//12 #define ARROW 13 #define BOW 14 #define WEAPON 15 #define ARMOUR 16 #define PEDESTAL 17 #define ALTAR 18 - +//19 #define LOCKED_DOOR 20 #define SPECIAL_KEY 21 #define MAP 22 #define DOOR 23 #define KEY 24 - +//25 #define TIMED_GATE 26 #define TRIGGER 27 #define GRIMREAPER 28 @@ -154,10 +144,10 @@ #define TELEPORTER 41 #define CREATOR 42 #define SKILL 43 /* also see SKILL_TOOL (74) below */ - +//44 #define EARTHWALL 45 #define GOLEM 46 - +//47 #define THROWN_OBJ 48 #define BLINDNESS 49 #define GOD 50 @@ -182,17 +172,20 @@ * a monster into a peaceful being incapable of attack. */ #define GEM 60 - +//61 #define FIREWALL 62 #define ANVIL 63 #define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ -#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu +#define MOOD_FLOOR 65 /* * values of last_sp set how to change: * 0 = furious, all monsters become aggressive * 1 = angry, all but friendly become aggressive * 2 = calm, all aggressive monsters calm down * 3 = sleep, all monsters fall asleep - * 4 = charm, monsters become pets */ + * 4 = charm, monsters become pets + * 5 = destroy monsters + * 6 = destroy pets / friendlies + */ #define EXIT 66 #define ENCOUNTER 67 #define SHOP_FLOOR 68 @@ -203,30 +196,32 @@ #define INORGANIC 73 /* metals and minerals */ #define SKILL_TOOL 74 /* Allows the use of a skill */ #define LIGHTER 75 - +//76 #define BUILDABLE_WALL 77 /* this is a buildable wall */ - - +//78 #define MISC_OBJECT 79 /* misc. objects are for objects without a function in the engine. Like statues, clocks, chairs,... If perhaps we create a function where we can sit on chairs, we create a new type and remove all chairs from here. */ - +//80 +//81 #define LAMP 82 /* a lamp */ #define DUPLICATOR 83 /* duplicator/multiplier object */ - +//84 #define SPELLBOOK 85 - +//86 #define CLOAK 87 - +//88 +//89 #define SPINNER 90 #define GATE 91 #define BUTTON 92 #define CF_HANDLE 93 #define HOLE 94 #define TRAPDOOR 95 - +//96 +//97 #define SIGN 98 #define BOOTS 99 #define GLOVES 100 @@ -236,98 +231,78 @@ #define BRACERS 104 #define POISONING 105 #define SAVEBED 106 - +//107 +//108 #define WAND 109 - +#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell #define SCROLL 111 #define DIRECTOR 112 #define GIRDLE 113 #define FORCE 114 #define POTION_EFFECT 115 /* a force, holding the effect of a potion */ #define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ - +//117 +//118 +//119 +//120 #define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ #define CONTAINER 122 #define ARMOUR_IMPROVER 123 #define WEAPON_IMPROVER 124 - +//125 +//126 +//127 +//128 +//129 #define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ +//131 +//132 +//133 +//134 +//135 +//136 +//137 #define DEEP_SWAMP 138 #define IDENTIFY_ALTAR 139 - +//140 +//141 +//142 +//143 +//144 +//145 +//146 +//147 +//148 +//149 #define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ - +//151 +//152 +//153 #define RUNE 154 #define TRAP 155 - #define POWER_CRYSTAL 156 #define CORPSE 157 - #define DISEASE 158 #define SYMPTOM 159 #define BUILDER 160 /* Generic item builder, see subtypes */ #define MATERIAL 161 /* Material for building */ - +//162 #define ITEM_TRANSFORMER 163 /* Transforming one item with another */ - +//164 #define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, potions, alchemy, or magic works here (elmex) */ #define NUM_TYPES 166 // must be max(type) + 1 -/* DEAD TYPES: */ -//#define FBULLET 10 -//#define FBALL 11 -//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4 -//#define CONFUSION 19 -//#define MMISSILE 25 -/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain - * experience for broad skill categories. This value - * is now automatically converteed at load time. - */ -//#define BOMB 47 -//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */ - -/* random crossfire developer: The trap_part, wall, light_source, - * misc_object, monster, and spawn_generator - * types are not used in any archetypes, - * and should perhaps be removed. - * - * Wed Dec 20 13:35:24 CET 2006: - * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now. - * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR. - * renamed WALL to BUILDABLE_WALL. - */ - -//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ -//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */ -//#define MONSTER 80 /* yes, thats a real, living creature */ -//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */ -//#define TOOL 84 /* a tool for building objects */ -//#define BUILDFAC 86 /* facilities for building objects */ -//#define CONE 88 -//#define AURA 89 /* aura spell object */ -//#define WORD_OF_RECALL 96 -//#define PARAIMAGE 97 -//#define POISONCLOUD 107 -//#define FIREHOLES 108 -//#define ABILITY 110 -/* unused: 125 - 129 - * type 125 was MONEY_CHANGER - */ -//#define CANCELLATION 141 /* not used with new spell code */ -//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */ -//#define SWARM_SPELL 153 -//#define GPS 162 /* Ground positionning system, moved to Python plugin */ -//#define QUEST 164 /* See below for subtypes */ - /* END TYPE DEFINE */ -#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 +// maximum supported subtype number + 1, can be increased to 256 +// currently (2007-09) in use: 50 +#define NUM_SUBTYPES 64 /* Subtypes for BUILDER */ -#define ST_BD_BUILD 1 /* Builds an item */ -#define ST_BD_REMOVE 2 /* Removes an item */ +#define ST_BD_BUILD 1 /* Builds an item */ +#define ST_BD_REMOVE 2 /* Removes an item */ /* Subtypes for MATERIAL */ #define ST_MAT_FLOOR 1 /* Floor */ @@ -408,9 +383,10 @@ * 2 spaces, and the entire array (< SIZEOFFREE) is * three spaces */ -#define SIZEOFFREE1 8 +#define SIZEOFFREE1 8 #define SIZEOFFREE2 24 -#define SIZEOFFREE 49 +#define SIZEOFFREE3 49 +#define SIZEOFFREE 49 #define NROF_SOUNDS (23 + NROFREALSPELLS) /* Number of sounds */ @@ -433,8 +409,7 @@ //#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ #define FLAG_APPLIED 5 /* Object is ready for use by living */ #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ -#define FLAG_USE_SHIELD 7 - /* Can this creature use a shield? */ +#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */ #define FLAG_NO_PICK 8 /* Object can't be picked up */ @@ -448,11 +423,9 @@ #define FLAG_MONSTER 14 /* Will attack players */ #define FLAG_FRIENDLY 15 /* Will help players */ - #define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ #define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ -#define FLAG_AUTO_APPLY 18 - /* Will be applied when created */ +#define FLAG_AUTO_APPLY 18 /* Will be applied when created */ #define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory #define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ #define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ @@ -464,27 +437,20 @@ /*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ /*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ -#define FLAG_IS_USED_UP 28 - /* When (--food<0) the object will exit */ -#define FLAG_IDENTIFIED 29 - /* Player knows full info about item */ -#define FLAG_REFLECTING 30 - /* Object reflects from walls (lightning) */ -#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ - +#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */ +#define FLAG_IDENTIFIED 29 /* Player knows full info about item */ +#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */ +#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates new when !alive */ #define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ #define FLAG_HITBACK 33 /* Object will hit back when hit */ -#define FLAG_STARTEQUIP 34 - /* Object was given to player at start */ -#define FLAG_BLOCKSVIEW 35 - /* Object blocks view */ +#define FLAG_STARTEQUIP 34 /* Object was given to player at start */ +#define FLAG_BLOCKSVIEW 35 /* Object blocks view */ #define FLAG_UNDEAD 36 /* Monster is undead */ #define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ #define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ #define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ +#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ -#define FLAG_REFL_SPELL 40 - /* Spells (some) will reflect from object */ #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ #define FLAG_IS_LIGHTABLE 43 /* object can be lit */ @@ -500,20 +466,17 @@ #define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ #define FLAG_NO_DROP 50 /* Object can't be dropped */ #define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ -#define FLAG_CAST_SPELL 52 - /* (Monster) can learn and cast spells */ -#define FLAG_USE_SCROLL 53 - /* (Monster) can read scroll */ + +#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */ +#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */ #define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ #define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ - -#define FLAG_USE_ARMOUR 56 - /* (Monster) can wear armour/shield/helmet */ -#define FLAG_USE_WEAPON 57 - /* (Monster) can wield weapons */ +#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */ +#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */ #define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ #define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ #define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ + #define FLAG_XRAYS 61 /* X-ray vision */ #define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ #define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ @@ -542,12 +505,10 @@ #define FLAG_PRECIOUS 83 // object is precious (pets) #define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ -#define FLAG_MAKE_INVIS 85 - /* (Item) gives invisibility when applied */ -#define FLAG_INV_LOCKED 86 - /* Item will not be dropped from inventory */ -#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ +#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */ +#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */ +#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ #define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ #define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ #define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ @@ -571,13 +532,13 @@ #define FLAG_BERSERK 99 /* monster will attack closest living object */ #define FLAG_NEUTRAL 100 /* monster is from type neutral */ -#define FLAG_NO_ATTACK 101 /* monster don't attack */ +#define FLAG_NO_ATTACK 101 /* monster doesn't attack */ #define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ #define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by * load_original_map() */ -#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on - * the overlay, and is not subject to - * decay. */ +//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on +// * the overlay, and is not subject to +// * decay. */ #define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ #define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ #define FLAG_IS_WATER 107 @@ -593,13 +554,6 @@ * in common/loader.l */ -/* Values can go up to 127 before the size of the flags array in the - * object structure needs to be enlarged. - * So there are 18 available flags slots - */ - -#define NROFNEWOBJS(xyz) ((xyz)->stats.food) - /* If you add new movement types, you may need to update * describe_item() so properly describe those types. * change_abil() probably should be updated also. @@ -617,8 +571,6 @@ /* typdef here to define type large enough to hold bitmask of * all movement types. Make one declaration so easy to update. - * uint8 is defined yet, so just use what that would define it - * at anyways. */ typedef unsigned char MoveType; @@ -637,33 +589,8 @@ #define OB_TYPE_MOVE_BLOCK(ob1, type) \ ((type) && (ob1->move_type & type) == ob1->move_type) - -#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) -#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) #define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%) */ -/* Note: These values are only a default value, resizing can change them */ -#define INV_SIZE 12 /* How many items can be viewed in inventory */ -#define LOOK_SIZE 6 /* ditto, but for the look-window */ -#define MAX_INV_SIZE 40 /* For initializing arrays */ -#define MAX_LOOK_SIZE 40 /* ditto for the look-window */ - -#define EDITABLE(xyz) ((xyz)->arch->editable) - -#define E_MONSTER 0x00000001 -#define E_EXIT 0x00000002 -#define E_TREASURE 0x00000004 -#define E_BACKGROUND 0x00000008 -#define E_DOOR 0x00000010 -#define E_SPECIAL 0x00000020 -#define E_SHOP 0x00000040 -#define E_NORMAL 0x00000080 -#define E_FALSE_WALL 0x00000100 -#define E_WALL 0x00000200 -#define E_EQUIPMENT 0x00000400 -#define E_OTHER 0x00000800 -#define E_ARTIFACT 0x00001000 - #define EXIT_PATH(xyz) (xyz)->slaying #define EXIT_LEVEL(xyz) (xyz)->stats.food #define EXIT_X(xyz) (xyz)->stats.hp @@ -692,9 +619,6 @@ #define DIRX(xyz) freearr_x[(xyz)->direction] #define DIRY(xyz) freearr_y[(xyz)->direction] -#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1; -#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0; - #define ARMOUR_SPEED(xyz) (xyz)->last_sp #define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour #define WEAPON_SPEED(xyz) (xyz)->last_sp @@ -704,6 +628,7 @@ #define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) #define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) #define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) + #define FIRE_DIRECTIONAL 0 #define FIRE_POSITIONAL 1 @@ -834,29 +759,6 @@ #define MIN_ACTIVE_SPEED (1.f / 65536.f) #define RANDOM() (rndm.next () & 0xffffffU) -#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of - -/* Returns the weight of the given object. Note: it does not take the number of - * items (nrof) into account. - */ -#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) - - -/* Code fastening defines - * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by - * buf__ and increment buf__ position so it will point to the end of buf__. - * the '\0' caracter will not be put at end of buf__. - * use preparefastcat and finishfastcat on buf__ to prepare - * and clean up the string. (Lots faster than doing each time...) - * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT, - * keep in mind FAST_STRNCAT is faster since length of second argument is - * kown in advance. - */ - -#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__) -#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;} -#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);} -#define FINISH_FASTCAT(buf__) buf__[0]='\0'; /* * Warning! @@ -951,5 +853,58 @@ #define MSG_TYPE_ADMIN_RULES 1 #define MSG_TYPE_ADMIN_NEWS 2 +/** + * Maximum distance a player may hear a sound from. + * This is only used for new client/server sound. If the sound source + * on the map is farther away than this, we don't sent it to the client. + */ +#define MAX_SOUND_DISTANCE 16 + +#define LOG_CHANNEL "log" // the plain and ugly standard server log +#define INFO_CHANNEL "info" // lower_left box +#define SAY_CHANNEL "channel-say" +#define CHAT_CHANNEL "channel-chat" +#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL + +/* The following are the color flags passed to new_draw_info. + * + * We also set up some control flags + * + * NDI = New Draw Info + */ + +/* Color specifications - note these match the order in xutil.c */ +/* Note 2: Black, the default color, is 0. Thus, it does not need to + * be implicitly specified. + */ +#define NDI_BLACK 0 +#define NDI_WHITE 1 +#define NDI_NAVY 2 +#define NDI_RED 3 +#define NDI_ORANGE 4 +#define NDI_BLUE 5 /* Actually, it is Dodger Blue */ +#define NDI_DK_ORANGE 6 /* DarkOrange2 */ +#define NDI_GREEN 7 /* SeaGreen */ +#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */ + /* Than seagreen - also background color */ +#define NDI_GREY 9 +#define NDI_BROWN 10 /* Sienna */ +#define NDI_GOLD 11 +#define NDI_TAN 12 /* Khaki */ + +#define NDI_MAX_COLOR 12 /* Last value in */ +#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */ + /* using an int anyways, so we have the space */ + /* to still do all the flags */ + +#define NDI_REPLY 0x20 // is a direct reply to a user command +#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist +#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible +#define NDI_CLIENT_MASK 0xff // what the client is allowed to see + +#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */ +#define NDI_ALL 0x2000 /* Inform all players of this message */ +#define NDI_DEF 0x4000 // ignore colour for channel protocol + #endif /* DEFINE_H */